private static void EventSink_BeforeDamage(BeforeDamageEventArgs e) { int amount = e.Amount; AlterDamage(e.From, e.Mobile, ref amount); e.Amount = amount; }
private static void EventSink_BeforeDamage(BeforeDamageEventArgs e) { if (CheckEffect(e.Mobile)) { bool isFromPlayer = (e.From != null && e.From.Player); e.Amount = (int)(e.Amount * (isFromPlayer ? 1.1 : 1.25)); } }
private static void EventSink_BeforeDamage(BeforeDamageEventArgs e) { Perseverance spellsong = Spellsong.GetEffectSpellsong <Perseverance>(e.Mobile); if (spellsong != null) { e.Amount = (int)(e.Amount * (100 - spellsong.DamageTaken) / 100); } }
private static void EventSink_BeforeDamage(BeforeDamageEventArgs e) { if (e.From == null) { return; } Inspire spellsong = Spellsong.GetEffectSpellsong <Inspire>(e.From); if (spellsong != null) { e.Amount = (int)(e.Amount * (100 + spellsong.DamageModifier) / 100); } }
private static void EventSink_BeforeDamage(BeforeDamageEventArgs e) { if (e.From == null) { return; } Mobile oath = Spells.Necromancy.BloodOathSpell.GetBloodOath(e.From); if (oath == e.Mobile) { e.Amount = (int)(e.Amount * 1.1); if (e.Amount > 35 && e.Mobile.Player && e.From.Player) { e.Amount = 35; } /* Per EA's UO Herald Pub48 (ML): * ((resist spells x 10)/20 + 10 = percentage of damage resisted) */ e.From.Damage((int)(e.Amount * (1 - (((e.From.Skills.MagicResist.Value * .5) + 10) / 100))), e.Mobile); } }